When using Unreal 5.6.1 with the FSR 3.1.4a plugin: we have the following code to get the screen percentage when changing FSR Quality mode:
static IConsoleVariable* CVARScreenPercentage = IConsoleManager::Get().FindConsoleVariable(TEXT("r.ScreenPercentage"));
IConsoleVariable* CVAR = IConsoleManager::Get().FindConsoleVariable(TEXT("r.FidelityFX.FSR3.QualityMode"));
if (CVAR) {
CVAR->Set(Value, ECVF_SetByGameSetting);
if (CVARScreenPercentage)
{
SetUpscaleSetScreenPercent(CVARScreenPercentage->GetFloat());
}
}
else {
UE_LOG(LogTemp, Warning, TEXT("Attempted to FSR quality level, but CVAR was not valid."));
}
This code works as intended when working in DX12, but in DX11 it always returns a screen percentage of 100, causing the scaling not to actually work.